Stellaris

Stellaris

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Hypertraversal Manipulation 2
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Dec 31, 2021 @ 10:37am
Sep 11 @ 9:31am
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Hypertraversal Manipulation 2

Description
Why expand your space when you can shape and extend it?

Stellaris Version Compatibility
Current version downloaded here works with Stellaris from version 3.8.1 to 4.0.23+. Archive versions (available on my workshop page) are created whenever a compatibility break occurs.

What it is
Hypertraversal Manipulation 2 adds the Hyperspace Augur, a new ship that manipulates the local hyperspace of a star. It can add and remove hyperlane connections as well as connect to undiscovered new systems, allowing you to sculpt the hyperlane network to your liking.

What it does
The Hyperspace Augur functions are:
  • Hyperspace Truncator - remove a hyperlane connection from a star to build a bottleneck or cut off your space entirely.
  • Hyperspace Connector - connect a nearby system to a star with a new hyperlane. Interconnect your systems better or connect to other empires more easily.
  • Hyperspace Dowser and Bore - discover systems not currently connected to the hyperlane network and connect them to a few nearby systems (Dowser) or only the one you're operating the Augur from (Bore). With the Advanced Bore, you can also specify the general direction the new system will appear in.
  • Hyperspace Isolator - cut off a system entirely from the hyperlane network. Worried about that silent L-Gate or annoyed by those newly ascended primitives? Cut them off!
  • Hyperspace Ripper - want to find something a little farther afield? With enough Energy Credits and technology you can now rip a wormhole connection to a distant, undiscovered star system with the Ripper. Because of the fragility of subspace, you can only have one wormhole per system, however.

How it advances
Beginning after the discovery of Subspace Sensors, eight new technologies will unlock the full functionality of the Augur, beginning with Hypertraversal Manipulation Fundamentals, that allows construction of the Augur and the Truncator and Connector functions. Additional technologies and their associated functions will unlock as your sensor and hyperdrive technologies improve.

As the Augur is a dedicated vessel with specialized equipment and crews, the number of Augurs you can build are limited. Initially an empire can build only 1, but this will expand to up to 3 based on your empire's fleet capacity (with each additional Augur coming at 500 and 750 fleet cap).

Technical Notes

Possible Crashes on Hyperlane Removal
If your game crashes following an Augur operation (most likely Truncator, Isolator, or Ripper operations), switch the game to DirectX 9 in the options and it should stop. This is a long-running problem with Stellaris that began back in 3.4 that can only be fixed by Paradox (and may have been at this point, even; it's not exactly the kind of fix that goes into patch notes).

Firing Message
The message when the Augur fires on a star shares the same message with the Star-Eater, which now warns of a local anomaly in hyperspace (and plays a loud klaxon). This is due to the Star-Eater's message code being tied to firing a colossus weapon at a star (which is how the Augur works) rather than something more specific and is not something I can alter otherwise.

Localization
Localization into other languages is by default in English (with actual translations for Simplified Chinese by MyresMkG and Russian by tzverg). If you would like to assist in adding an actually translated localization in your language, you are welcome to share it and I will add it to the mod.

Permissions
Permissions to make your own fork and do your own thing with this mod are wide open. If you do something cool with it, share it!
Popular Discussions View All (3)
2
May 20 @ 9:55pm
l_russian
tzverg
15
Jan 18, 2023 @ 4:47pm
Current & Future Plans/Ideas for the Mod
Vauthil
9
Apr 28, 2023 @ 11:24pm
PINNED: Known Bugs & Issues
Vauthil
265 Comments
Enderdragon1201 Sep 11 @ 4:40pm 
@Vautthil It is working now, thank you!
Bluehawk Sep 11 @ 12:57pm 
@Vauthil

Appreciate all the updates! Love this mod so I got a bit nervous when things weren't showing up. Thanks for all your work!
Vauthil  [author] Sep 11 @ 9:35am 
@Enderdragon1201 Apparently one can set the AI Weight too high on a component and I managed to do that. Fixed, thanks for the report.

In the course of testing that I noticed another localization key for ship classes Paradox snuck in at some point and amended that. Since it just needed to say "Hyperspace Augur" I was able to update all the localizations at once, no need for contributor updates.
Enderdragon1201 Sep 10 @ 7:20pm 
The technology is appearing now, but when I build the Augurs they are not able to do anything. I tried checking the ships, and it seems they don't have anything in the world-killer section.
doctornull Sep 9 @ 4:52pm 
@Bluehawk - if you had the AP "Technological Ascendancy" then yeah.

@Vauthil - Thank you! and yeah I understand the lack of fuzzies.
Vauthil  [author] Sep 9 @ 4:34pm 
@doctornull Thank you for the heads up. I've applied the suggested update (alongside a massive bump to Augur Beam priority because someone in the ACOT ecosystem thinks their weapon is so special it needs a huge number too, whereas mine is actually chassis-locked so it doesn't mess with other people's stuff).

Neither adjustment affects backwards compatibility so we're good there. Paradox is not giving me warm fuzzies enough to bother doing more than base maintenance here, though.
Bluehawk Sep 8 @ 2:46pm 
@doctornull Is that why in the past two games I've run I've not ever seen the tech despite being well into the end-game with the required tech for them to start showing up?
doctornull Sep 8 @ 6:54am 
Some of your techs use the @ap_technological_ascendancy_rare_tech value which has been deleted from the vanilla game. A text-replace to its expected value (1.5) should fix these techs to appear when the player has the AP.
kinngrimm Sep 2 @ 12:37pm 
thanks for the explanation and you hit the target in your first attempt. Even though i was 80 years into that playthrough(already started the next two ^^) i did had not yet come to sensor research as i often procastinate their research as less useful, my bad.
Everything else i should fullfill and i will make a point of it now focusing that research. Again thanks for your time.
Vauthil  [author] Sep 2 @ 11:09am 
@kinngrimm

The only prerequisite technology is Subspace Sensors (tech_sensors_3), so if you have that it has a chance to show up (and if you don't it won't). The tech card showing up then has an increase in likelihood after game years 30, 40, and 50. If you have any councilors with Particle Expertise, Field Manipulation Expertise, Curator, Spark of Genius, or Maniacal traits it increases the chance again. Technological Ascendancy, finishing Discovery Traditions, or being a Scholarium also bonuses to rolling it.

Also, you need to have the Apocalypse DLC enabled or the tech will never show (Colossus functionality, which this uses, is tied to that DLC). No other mods should be messing with the tech discovery unless they've outright removed Subspace Sensors, but if you haven't discovered enough Tier 3 techs (same level as Subspace Sensors) then you won't see a Tier 4 like Fundamentals until you have enough of those too.